NWoD Fantasy:weapons and armor

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Melee Weapons[edit]

Type

Damage

Size

Property

Cost

Staff

3(B)

2


1gp

Sap

1(B)

1

Stun (stamina)

3gp

Club

2(B)

2


1gp

Dagger

1(L)

1

Light, Throwing

2gp

Sword, short

2(L)

1

Light

10gp

Longsword

3(L)

2


15gp

Rapier

2(L)

1

Armor piercing 1

20gp

Bastard sword

4(L)

3

Heavy

35gp

Greatsword*

4(L)

3


50gp

Two-bladed, Sword/Axe

3(L)

4

Double weapon

100gp

Morning star

2(B/L)

1

Variable damage, Light

8gp

Mace or Hammer

3(B/L)

2

Variable damage

10gp

Flail*

5(B/L)

3

Variable damage, Heavy

15gp

Warhammer

4(B/L)

3

Variable damage, Heavy

12gp

Hand Axe

2(L)

1

Light, Throwing

6gp

Great Axe*

5(L)

4

9 again, Heavy

20gp

Battleaxe

3(L)

2


10gp

Halberd*

4(L)

4

Reach, Trip attack

10gp

Spear*

3(L)

2

Throwing +10

2gp

Spear, short

2(L)

2

Throwing +10

1gp

Longspear*

3(L)

3

Reach, Throwing

5gp

Lance*

3(L)

3

Reach, Lance

10gp

Exotic Weapons

Katana

4(L)

2

Sharp

200gp

Grimm's Scythe*

5(L)

4

9 again

80gp

Sickle

1(L)

2

8 again

50gp

Sword Breaker*

2(L)

3

**

30gp

Katar

2(L)

1

***, light

15gp

Whip

1(B)

1

Whip

3gp

*- This weapon requires two hands. If used one-handed, the Strength requirement increases by one.
**- This weapon bypasses durability on weapons and deals 5(L) with 9 again on sunder attacks.
***- When two of these weapons are dual wielded they each gain +2(L) damage.
Size- Weapons over size 3 cannot be hidden, size also represents the strength required to wield the weapon. A wielder with lower strength suffers a -1 penalty on attack rolls.


Melee Weapon Properties

Double weapon- When this weapon is used with the dual wielding merit, it imposes no penalty.

Heavy- Wielding this weapon imposes a -1 defense and speed penalty

Lance- When used on the back of a charging horse, a lance gains the 8 again trait. Additionally, a lance may be used 1 handed whilst on a mount allowing the use of a shield or even another weapon.

Light- Can be dual wielded at no penalty and has a +2 for concealment rolls.

Masterwork- Masterwork weapons cost +150gp and decrease the size/strength requirement by 1.

Reach- This weapon has a range of 5 yards giving +1 defense, but at close quarters (1 yard) it suffers a -2 damage penalty and gives no defense.

Sharp- When used as part of an all-out-attack, this weapon deals +4 damage instead of +2.

Stun- if the damage caused by the attack meets or exceeds the target’s Stamina (not Size), the target loses her next action.

Throwing- This weapon has a minimum throwing range of 10/20/30 (+10 increases range by ten yards each step) Otherwise, normal throwing range rules can be used if resulted range is higher.

Trip attack- The target makes a contested Dex+Athletics roll VS the attackers normal attack minus the victim's defense. If the opponent fails, she falls and takes a single point of bashing damage.

Variable Damage- When the weapon is crafted it can be made to do bashing or lethal damage. Additionally, the weapons damage type may be substituted on the fly to its non-crafted means, but at a -1 damage penalty.

Whip- Whips have a reach of 5 yards and can disarm an opponent. Targeting the weapon is a Dex-based attack roll at a -3, if successful the opponent makes a Strength + Stamina (minus the attacker’s Dexterity) to keep her grip. If the target fails, the weapon lands a number of yard away equal to the successes gained by the attacker.

Ranged Weapons[edit]

Type

Damage

Size

Range

Property

Cost

Shortbow, composite

1(L)

1

30/50/90


30gp

Shortbow, composite

1(L)

1

40/80/160


75gp

Longbow

2(L)

2

35/70/140


75gp

Longbow, composite

3(L)

2

50/100/200


100gp

Arrows (20)

-

-

-

-

1gp

Hand crossbow

2(L)

1

30/60/120

Slow

100gp

Light crossbow

3(L)

2

40/80/160

Slow

35gp

Heavy crossbow

4(L)

3

50/100/200

Slow

50gp

Repeating crossbow

2(L)

3

35/70/140


250gp

Wrist crossbow

1(L)

1

20/40/60

Slow, Concealable

80gp

Bolts (5)

-

-

-

-

1gp

Bolas

1(B)

1

10/20/30

Trip, Exotic

5gp

Shuriken (5)

1(L)

1

10/20/30

Concealable

1gp

Ranged Weapon Properties

Slow- Requires a move action to reload

Concealable- +4 to concealment

Trip- Opponent makes a Dex+Athletics VS attack roll to escape, otherwise prone.

Exotic- Must have the appropriate exotic weapons feat in order to use.

Armor[edit]

Class

Rating

Strength

Defense

Speed

Spell failure

Cost

Padded

1/0

1

-

-

5%

5gp

Leather

2/0

1

-

-

10%

10gp

Leather, Studded

2/1

2

-

-

15%

25gp

Chain Shirt

2/2

2

-

-1

20%

100gp

Scale-mail

3/2

3

-2

-2

25%

50gp

Splint-mail

3/3

3

-2

-2

30%

200gp

Breastplate

4/3

3

-3

-3

35%

200gp

Half-plate

4/4

4

-3

-3

40%

600gp

Full-plate

5/5

4

-4

-4

35%

1,500gp

Armor spikes

-

-

-

-

-

50gp

Armor Properties

Rating: Armor provides two kinds of protection: against general attacks and against piercing ranged attacks. The number before the slash is armor
rating for most kinds of attacks (close combat, thrown attacks, etc). The second number is for bows, crossbows and sometimes spells.

Strength: If your character's Strength is lower than that required for armor worn, her Brawl and Weaponry attacks suffer a -1 penalty.

Defense: The penalty imposed on your character's Defense trait for the armor worn.

Speed: The penalty imposed on your character's Speed trait for the armor worn.

Armor spikes: Deal 1 lethal damage every round while in a grapple. Increases defense penalty by 1.

Masterwork: Masterwork shields and armor cost +150 gp and reduce strength requirement by 1.


Shields[edit]

Class

Block Rating

Strength

Defense

Speed

Spell Failure

Cost

Buckler*

+1

1

-

-

5%

15gp

Shield, light wooden

+2

1

-

-

5%

3gp

Shield, light steel

+3

1

-

-

5%

9gp

Shield, heavy wooden

+4

2

-1

-

15%

7gp

Shield, heavy steel

+5

2

-1

-

15%

20gp

Shield, tower**

+5

3

-2

-1

40%

30gp

Shield Spikes
-
-
-
-
-
10gp

*- A buckler can be used with a two-handed weapon but lowers weapon damage by -1
**- Using a tower shield enables the wearer to gain complete or partial cover as a move action. Additionally, after a failed block,
the defender can choose to enter full cover as a reflexive action until the beginning of her next turn. Tower shields are considered exotic.


Shield Properties

Shielded defense: When a player is using a shield they can choose to deflect or block an incoming attack. Doing so requires a Dex + Stamina + shield rating roll VS the incoming attack. If the defender beats the opposed attack roll then she successfully negates it, if the block fails, the attack still deals damage normally. Attempting to deflect an attack forfeits the defender's next attack action. A block can only be performed once per round. If the player chooses to take the block merit she does not have to forfeit her attack after blocking. You may also shield bash and deal damage with a held shield; shields have a damage rating equal to its basic block rating in bashing. When shield bashing you cannot use the shield to block that turn.

Shield spikes: Causes shield bash attacks to deal lethal damage but lowers the shield's block rating by 1 point.


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